Game Development Community

map2dif

by Ezykeyal Rage · in Artist Corner · 09/19/2001 (6:19 am) · 14 replies

well i made a building in Worldcraft 3.3 when i export the map file too a dif file the outcome of the dif when i place it onto a v12 terrain
looky here

www.discordstudios.com/images/good.jpg
this is the good one how it should be in the game

but this is what it shows when inside the game

www.discordstudios.com/images/weird.jpg

any ideas ???

btw i use these export options -n -e -o -t
i get some warnings, but when i use the -g option it won't generate my .DIF file so i have no option

About the author


#1
09/19/2001 (6:54 am)
hahaha.. thats some funny stuff :) doesnt even look close.

Looks like all the brushes got scaled up or something..

Phil.
#2
09/19/2001 (8:13 am)
Does look like some scaling problem with the brushes. Do you know what scale factor you have WC setup for?
#3
09/19/2001 (8:38 am)
i believe in the map properties the scale is set to 32.0
i think i'm beginning to understand it....
another thing, is it possible the engine can't compile round shapes, the exporter refused exporting 16 sided cylinders
#4
09/19/2001 (8:48 am)
It does handle round shape, but I've seen another post where someone had a high-poly count round shape that ended up causing problems with map2dif. Can't rember exactly what the issue was though, something to do with too many vertices in a single polyon. Probably not the same problem.
#5
09/19/2001 (9:08 am)
well if i make a cylinder of 16 sides that would have a total of 32 vertices
#6
09/19/2001 (12:06 pm)
I'm pretty sure the limit is higher than that, more on the order of a hundred or so.
#7
09/20/2001 (2:29 am)
ok it woorks very well as i wanted when i use no export options at all, however i think it's weird i do get certain warnings, too bad i can't remember them, they don't seem to affect the building or gameplay, thanks for helping btw
#8
09/20/2001 (3:44 am)
Allways check for problems before exporting.

Goto Map -> Check for Problems

or hit

Alt+p

The only problem there should be the "There is no player start" since this is not needed, just ignore it.

But all other problems should be fixed before you export them.

// Clocks out
#9
01/13/2003 (12:45 am)
im preety sure about this is a problem with converting - scaling take no action with this bugs - this is a problem with map2dif - someone must repair this map2dif conenter

ps. and this is no problem with scaling brushes
#10
01/13/2003 (2:19 am)
What an old post! Anyways, I experienced the same effect when I used the -e option of map2dif. I'm not quite sure what the actual use of this option is, although I guess that it has something to do with the navigation map calculation of Tribes2 (really really not sure about that). However, just don't use -e, so you won't have this problem.

Stefan.
#11
01/13/2003 (3:46 am)
thanks a lot! that works ;] now im happy like a chirdren :)
#12
01/13/2003 (5:27 am)
-e performs an extrusion test.
#13
01/13/2003 (5:29 am)
So when and for what would you use this extrusion test? Any ideas?
#14
01/13/2003 (12:23 pm)
*making answer up*

Maybe -e causes the brushes to be scaled up, to generate some helper geometry for the AI precalcs to use? That would explain why the exported object was so chunky... Perhaps said chunky geometry was used by the AI precalcs to keep the bots from getting hung up on tiny struts like made up the windows...

Just a guess.